
Ibrahim Boona
@boona11 • 19,939 subscribers
Founder of Codeon, Creative Technologist
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Your GLB is probably way too heavy. AI models, scans, exports, they often land at 5–60MB+ with millions of tris. Brutal for games, apps, and real-time 3D. I built GLB Shrink to help the dev community fix this: drop → preview before/after → download Real test: 58 MB → 869 KB (−99%) Draco + WebP. No Blender. No CLI. Free & open source 🎮 #gamedev #indiegame
Ibrahim Boona29,909 просмотров • 1 месяц назад

I built a Three.js rendering study inspired by Tiny Glade’s painterly aesthetic, and got it running at 120fps in the browser. Over the past few weeks, I’ve been studying how stylized games achieve that soft, handcrafted look in real time. Tiny Glade was a huge inspiration, and I wanted to use the browser as a constraint: no compute shaders, no native GPU access, and single-threaded JavaScript. As part of this study, I implemented: - GPU-driven instanced brick walls with procedural noise jitter and elastic build animations - Tree, bush, and flower rendering with billboard card expansion, wind sway, and grow animations - Procedural grass with terrain conformance and interactive push deformation - Animated water with layered noise, interactive ripples, and Fresnel-based reflections - Procedural terrain with slope-aware triplanar materials, dirt paths, and rocks - A 7-pass post-processing stack with TAA, bloom, depth of field, painterly filtering, ACES tonemapping, 3D LUT color grading, and film grain The hardest part wasn’t writing any single shader. It was making all of these systems work together at high frame rates inside WebGL, where every millisecond counts and performance problems compound quickly across animation, materials, post-processing, and scene management. Some techniques in this study were inspired by analyzing Tiny Glade’s rendering approach, while others were original implementations built from scratch from visual reference. That contrast taught me a lot: recreating an effect is one challenge, but designing your own shaders and systems to achieve a similar feel is a very different one. This is a private educational rendering study. Some temporary placeholder content is being used during the research phase, and any public or production version would use original or properly licensed assets. Huge credit to Pounce Light for the incredible art direction and rendering work in Tiny Glade: Three.js #gamedev #webgl #threejs #rendering #graphics #realtimerendering #shaderdev
Ibrahim Boona58,625 просмотров • 3 месяцев назад

what if 2D game art wasn’t pixels or frames but thousands of living Gaussian splats? characters can melt and reform. lose splats when they take damage. zoom in forever without hitting a blur. animate without rigs or sprite sheets. we’ve built 2D games on fixed pixels for decades. the next era might be built from light. still an early demo, but i’m going to turn this into a real tool for 2D game devs and open-source it on GitHub soon. #gamedev #indiegame
Ibrahim Boona29,032 просмотров • 1 месяц назад

Took the challenge but routed it through the Aegean instead of Kyoto 🇬🇷 Mykonos Island Voxels: cobalt domes, bougainvillea, windmills. Click to place, pinch to zoom, works on mobile. Vanilla JS, no bundler. Live → Open-sourced it under MIT in case anyone wants to peek at the renderer, fork it, retheme it (Tokyo? Cyberpunk? Cyclades?), or just ship their own island in an afternoon. Code →
Ibrahim Boona34,492 просмотров • 2 месяцев назад

I built an open-source tool to fix something that drives me nuts. You ask ChatGPT or Gemini for a game asset and get an image with a background baked in. Ask for transparency and you get... a fake checkerboard. Then you hunt for a background remover, then slice each sprite out by hand. So I built Sprite Lab. Drop a spritesheet → it auto-detects the backdrop (checkerboard, white, magenta, green), removes it cleanly with no halo, and slices every frame for you. Export as PNGs + a strip + manifest. 100% in your browser. No uploads, no AI model, no sign-up. Free and open source. #gamedev #indiegame
Ibrahim Boona19,969 просмотров • 1 месяц назад

Built this 2D island builder in 2 days. And honestly, 2D game dev turned out to be way harder than I expected, maybe even harder than 3D in some ways. Along the way I built a crowd system, shader-based terrain, water effects, reefs, ships, and marine life. Still not finished, but it’s getting there. #indiegame #gamedev
Ibrahim Boona21,111 просмотров • 2 месяцев назад

just open-sourced a crowd system in vanilla JS. 2000+ pedestrians at 60fps in a browser tab, no spritesheets, no skeletons, no shaders. each person is a sliced quad that bobs / sways / leans procedurally from a single 4-direction PNG. single HTML file, MIT: #gamedev #indiegame
Ibrahim Boona18,667 просмотров • 2 месяцев назад

Grab things in #augmentedreality using image target and hand tracking. #lensstudio
Ibrahim Boona25,242 просмотров • 3 лет назад
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